Book Image

OpenCV 4 for Secret Agents - Second Edition

By : Joseph Howse
Book Image

OpenCV 4 for Secret Agents - Second Edition

By: Joseph Howse

Overview of this book

OpenCV 4 is a collection of image processing functions and computer vision algorithms. It is open source, supports many programming languages and platforms, and is fast enough for many real-time applications. With this handy library, you’ll be able to build a variety of impressive gadgets. OpenCV 4 for Secret Agents features a broad selection of projects based on computer vision, machine learning, and several application frameworks. To enable you to build apps for diverse desktop systems and Raspberry Pi, the book supports multiple Python versions, from 2.7 to 3.7. For Android app development, the book also supports Java in Android Studio, and C# in the Unity game engine. Taking inspiration from the world of James Bond, this book will add a touch of adventure and computer vision to your daily routine. You’ll be able to protect your home and car with intelligent camera systems that analyze obstacles, people, and even cats. In addition to this, you’ll also learn how to train a search engine to praise or criticize the images that it finds, and build a mobile app that speaks to you and responds to your body language. By the end of this book, you will be equipped with the knowledge you need to advance your skills as an app developer and a computer vision specialist.
Table of Contents (16 chapters)
Free Chapter
1
Section 1: The Briefing
4
Section 2: The Chase
9
Section 3: The Big Reveal
12
Making WxUtils.py Compatible with Raspberry Pi
13
Learning More about Feature Detection in OpenCV
14
Running with Snakes (or, First Steps with Python)

Creating Unity assets and adding them to the scene

The custom properties and behaviors in a Unity project are defined through various types of files that are generically called assets. Our project has four remaining questions and requirements that we must address by creating and configuring assets:

  • What is the appearance of the surfaces in the scene—namely, the video feed, the detected circles and lines, and the simulated balls and lines? We need to write shader code and create Material configurations to define the appearance of these surfaces.
  • How bouncy are the balls? We need to create a Physics Material configuration to answer this all-important question.
  • What objects represent a simulated ball and a simulated line? We need to create and configure Prefab objects that the simulation can instantiate.
  • How does it all behave? We need to write Unity scripts—specifically...